Shipped base game and DLC on a 50+ person team. Owned combat AI systems end-to-end in Unreal Engine 5 for console platforms.
Led a team of gameplay engineers developing the game's combat system for a fully autoplay/AI-driven mobile RPG. Designed a custom Blueprint targeting rules engine.
New fatalities, move sets, combos, buffs and debuffs, and tournament systems in a live-ops environment — C++ and data-driven GAS pipeline.
Extended hero abilities, move data, buffs, debuffs, and tournament infrastructure. Reused the modular GAS architecture built across NetherRealm mobile titles.
Extended AI capabilities to react dynamically to world events — explosions, vehicles, low health, and teammate coordination — creating a more realistic and believable open-world environment.
Combat and AI systems in a fast-paced episodic pipeline across PC, console, and mobile alongside multiple simultaneous titles.
Shipped two full episodes across PC, PS4, and mobile with tight delivery cadence and cross-platform requirements.
Deep Unity UI architecture, memory-saving compression, custom touch layer detection, HLSL shaders, and C++ localization tooling for a top-grossing mobile title.